Swapped load order of some equipment to help engine to load inventory properly (heavier stuff should go first)

Weapon weight diversification:

Overall weapons weight increased

Increased weight of heavy pistols

Greater and better scaled weight differences between various weapons of the same type

Minor balance of OPFOR equipment:

Decreased weight of pilot uniform

Decreased capacity of standard uniforms

Increased weight of standard uniforms

Increased capacity of harnesses vests

Lowered damage of destroyed house hitpoints

New materials, improved textures for timbers and wood pile

Assistant Missile Specialist (AT) for all factions now carries one Anti-Personnel rocket and three Anti-Tank rockets, instead of just four Anti-Tanks rockets. Thus he offers somewhat broader spectrum of possibilities for Missile Specialist.

Fixed: Flaw in the logic of BIS_fnc_quotations and BIS_fnc_cinemaBorder was preventing saving from being re-enabled when they terminated

Fixed: Returned distance from trigger border in BIS_fnc_inTrigger was twice the actual value

Added: CfgFactionClasses entries now contain 'flag' attribute defining what flag texture is used

Added: Holding right shift while moving Splendid Camera will slow down the movement. Useful for precise camera positioning.

Added: BIS_fnc_deleteTask - a function to completely remove a task

Added: When using "Vehicle Respawn" module with respawn on marker, vehicle now respawned on starting position when no marker is found. This is true only when the vehicle has simulation enabled.

Added: It's now possible to remove vehicle respawn (see header of BIS_fnc_moduleRespawnVehicle for more details)

Added: Triggers synchronized to "Sector" module through "Unlock" logic will be activated based on sector owner. This enables triggering specific events or modules based on who's in control of the sector. See in-game module description for more details.

Added: Some "Sector" module attributes (e.g., participating sides or sector areas) can now be modified on the fly.

Added: Improved visualization of sectors added by "Sector" module

Added: Faction flag is now used to visualize sector owned instead of side flag

Added: "Players cost" attribute in "Sector" module can now be a code, dynamically calculated during mission

Added: "Deserted delay" attribute replaced by more logical "Deserted distance". When vehicle is abandoned, a vehicle will respawn after no player is in the given distance from it.

Added: BIS_fnc_playerSideFaction - returns the representative faction of the given side

Added: New optional attribute for Sector - score reward. Defines how many points are awarded to a side which captured the sector.

Added: Calling 'true call BIS_fnc_moduleSector' will now list all sectors.

Correctly unsetting of texture in film grain PP

Game Options: Language switch changed to ComboBox

Updated: MP mission HUD (i.e. the bar visualizing sectors or remaining respawn tickets) now shows side score of all involved sides, instead of merely displaying the leading side